Development Cycle Archive
Thread: IC 1-17 Star Wars Galaxies Combat Profession Mix and Match
It seems a lot of people are saying that mods should be spread through the entire trees. This is NOT a good idea and will not help to make the game more fun. Mixing and matching should not be prevented but balanced. If you take out the ability to have multiple professions you lose the best thing about this profession system.
What is missing here is the specialist vs. generalist choice. It seems that in some cases the generalist can outdo the specialist in his specialty. This should not happen, the specialist should be better at his specialty than the generalist who only learns part of it, but, like many have said,the generalist has far greater diversity.
One of my earlier points was that someone who specializes in two professions (i.e. masters) should be better at them than anyone who only picks up a few parts. This does not mean that picking up two columns in two different professions should give any less overall benefit that picking up 4 columns of one. After all they require the same number of skill points. However the benefit would be in the diversity and picking up the 4 columns of the same profession should make one twice as proficient in whatever that happens to be.
I also feel that prerequisites should have something to do in the overall scheme of things too. Since the prerequisites of master boxes are all 16 boxes in that profession, they should give more benefit than any one box of any of the 4 columns and should give the benefits of all of the columns (so it would be like a fifth box in each). This also provides a nice check when designing and balancing because it requires a significant number of skillpoints all invested in one specific profession to get the master box of that profession.
I think that everything will be much easier if each profession is given a unique role that fits in with all the other professions in the game. It would also be nice if there was a much larger portion of the game (combat-related) that required more than 1 or 2 people.
- What do you think the strengths of professions mix and match are?
- What do you think the weaknesses of professions mix and match are?
- How do you think we should maintain the unique skillset flavor the game is built on?
- What are some neat combinations that would be good for the game?
- Anything else you want to say on this subject?
As several others have said, as things stand hybridization is much more potent in both offense and defense than specialisation. The change to defense stacking will not change this overarching reality. The recent changes to the CH skilltree should point the way forward - each profession skillset should be re-evaluated and re-worked to (a) make ALL the lines in a combat profession worth taking and (b) encourage mastery of a profession as something truly worth attaining.
2) Mix and match, as it stands, makes balancing virtually impossible. It also makes even getting a semblance of balance virtually impossible. Balancing the combat professions where the great majority of players choose to master 2 elites is difficult, but distinctly possible.
3) The defense stacking being stopped is a good start. As suggested elsewhere, the mastery boxes for all professions, not just combat, should contain enough to make them really worthwhile. There are enough skill points in the game to collect several professions (except for BH, who should be made strong enough as a stand alone anyway). Secondly, bonuses gained in a profession should affect THAT profession, or ones based off it. Marksman bonuses feeding up into elite profs is great, but getting dodge bonuses gained from pistoleer while using a rifle (for example) is not good. Someone suggested splitting such things from +20 dodge into +15 pistol dodge/+5 general dodge - I think this would be a very good way to go forward.
4) Hmm - neat combinations that are new? Not sure there are any, I think players have tried everything possible.
5) To keep (and further emphasise) the style of play desired there needs to be better attention paid to cost/benefit for skill point investment. Someone above me arguing for defense to stack again by comparing a rifleman/tka with a rifleman crafter completely misses the point, imo. There is no earthly reason for TKA training to improve a rifleman's abilites in any significant way, but he has one heck of an advantage if someone jumps him in a close in situation. The rifleman/TKA has spent twice the points and gets potent combat ability at range and close-in, while the crafter is toast if he gets caught at short range. Giving profession based offensive AND defensive bonuses, with some smaller generic bonus applicable in all situations as mentioned above would go a long way toward emphasising the individual professions while granting a smalladditional advantage to someone that goes for multiple combat professions.
The only other thing I would like to see is delays given to putting on and taking off armor, and on drawing and holstering weapons - but then I'm a bitter CH that is POed about this stupid 30 second calling rule, so that will probably not happen ![]()
What do you think the strengths of professions mix and match are?
I think the most obvious strengths is it removes any class envy issues players might have. You can change into something you see others playing as that you like without having to create a new character from scratch. It also creates a unique history for each player where through the course of their game life they will have probably jumped around and tried many different vocations and gone through many different playing styles based on what they felt like being at the time. It would be interesting to see if maybe there could be a more unique way of tracking that history (oops I said TRACK sorry programmers!) besides the normal badges idea. I don't know that I have anything concrete to say but there could be room for ideas given the breadth of the Star Wars universe (obsidian order anyone?! I really like the idea of working like Mara Jade as an offshoot class like Jedi but you can help the Emperor locate Jedi and whatever else we can go back on. Sorry got off topic.)
What do you think the weaknesses of professions mix and match are?
The weakness is the lack of unique professions that only a certain character type can play. The ideas seam to be dynamically opposite in basic form. Though the addition of loot items that can enhance player crafted things is where the uniqueness can be found. Its also a nightmare to try and balance since there are so many custom paths that must be played out then fixed it really makes balancing a never ending process. Adding more skillsets is only going to add to the math.
How do you think we should maintain the unique skillset flavor the game is built on?
I don't know that I know enough about the system to really know how to better maintain it. I haven't gotten around to playing all the skillsets yet.
I like it I think, nothings really come to mind yet.
What are some neat combinations that would be good for the game?
Maybe created it so two different skillsets when combined bring an added bonus to class role types (Tank Bonus, Healer Bonus, Artillary Bonus, etc). That could allow for more emphasis on important class roles. Of course then the content would need to match the need for such roles. I don't know that a Tank in EQ and a tank in SWG feel quite the same and have the same emphasis or need. But will see after this wave of balancing gets done. More epic group challenges would increase the need for a class role but I don't see a huge grouping incentive yet, the games still pretty young in terms of potential. Time will make it better.
Anything else you want to say on this subject?
Its a tough balance to get a unique feel for a character in a system that everyone can become anything. The loot randomness is where the characters character gets built up. Of course I'm assuming a characters appearance and equipment and skills are what make them unique. Other game mechanics play into the experience and add or subtract from the whole personal experience, but I don't think everyone wants to accept them as valid play options (ya that whole Bartle-quotent thing). Elite Elite Professions have potential to become demi-jedi classes that could be brought together in a raid group type of high end content for those with the need to blast high end Star Wars content or achieve large scale victories to get a feeling of worth.
I also think the combat system is a tad impersonal and or the way people interact in chat could be made so we could see all that detail on the faces that gets lost real easy (oh I guess this is off topic too).
The strengths lie in the ability to create a character with an extremeley diverse selection of skills and abilities. We can have rifleman who are part-time medics, assassins who do interpretive dances in their free-time, or Commandos, who could specialize in a broad variety of weapons.
What do you think the weaknesses of profession mix and match are?
What are some neat combinations that would be good for the game?
I'm glad this question was asked. Certain combinations should be natural, and almost encouraged by the game's dynamics. Right now it's rather difficult to find a particular set that makes logical sense. A particular example I would like to see is interdependency between the Commandos, Rifleman, and the Pistoleer in terms of skills. The commando profession, since it builds off of the entire marksman profession, rather than just a branch of it, should be adept at all three of the afformentioned weapons (which is definately not reflected right now, but that's another issue in discussion in the commando in-concept thread.) However, the Commando should not be better than any one of those classes at their own game and almost always loose if in a sniping match with a master rifleman, for example. Yet he must still remain effective in the versatility that comes with the ability to change weapons to fit the situation.
The one other suggestion I might add is to at some point add a Heavy Weapons Specialist profession (pre-req being the marksman ranged support tree) to solve the commando schitzofrenia that seems to be in the game right now. I would recomend setting up the commando as a more general profession with emphasis on diversity and adaptability, with option to hone combat skills of one particular type on a general elite profession, whether it be rifleman, pistoleer, carbineer, heavy weapons specialist, or teras kasi artist.
I am all for a unique feel for different combat professions and i have some thoughts about it but most importantly in my opinion there are far too many effective special skills closer to the novice of the profession, and more than often reaching master status gives you a few skills that are only semi useful. A Master should really be using Master skills and leaving other skills behind.
Lets take real life combat for example, martial arts, you learn your skills as you get new belts and you become better at them. As a black belt you are not going to try to use basic throws to get your opponent down as these would be useless as you will probably be facing an opponent of the same level, so you will be using your high level moves and your special black belt skills.
So masters in professions should be using Master skills and not mainly use something that they learned in green belt like alot of combat professions.
If this were true you would see a lot more distinction between combat professions and a trained fighter in certain professions would be able to spot fellow masters in that profession by the style of fighting they use.
Balancing at the Master professions level is the most important part of balance in combat, The skills before master do not have to be balanced as accuratly as there are so many different combinations of skills and levels before master sure some people will complain that a 2-3-1-4 rifleman might be able to "own" a 2-3-1-4 carbineer but at the end of the day if a master rifleman is as good as a master carbineer then everyone will be happy, it is then up to the players to decide which additional skills they train in from other professions to see what other skills complement their "mastery profession". Some combinations will be popular, some wont, and some will be a "stealth" success. For this to work the skill point allocation needs to be looked at just slightly, afterall if a master is as good as another master then it will only ever be 1 profession on another profession a a player cannot do the same attack with 2 different professions. It might end up being a rock, paper, scissors type of balance at the master for master level, but the "dabbling" in other skills would be able to counter that to some effect.
I hope my text is understood a little as im not sure i really understand it.
Toknight wrote:
Why is everyone saying that defense mods shouldn't stack?
Pistoleer/Fencer, 'nuff said?
bleaqheart wrote:
Toknight wrote:
Why is everyone saying that defense mods shouldn't stack?
Pistoleer/Fencer, 'nuff said?
Indeed that is why so many people say the system is in need of balance.
What about melee defense and ranged defense? All elite combat professions get these, would you say that these should not stack either? Or how about defense vs. status (stun, posture change, etc.)? Pistoleer/Fencer stacking their dodge mods is currently not balanced with all the other combinations of equal cost (in skill points) but what about when it's changed and any two combat professions had defense mods that would stack to some extent.
We're not talking about a small tweaking of the current combat system, it's already been announced that the entire combat system is getting an overhaul.
I think ENHANCING your profession with other non combat professions is the key. For instance lets take a favorite profession out MASTER BOUNTY HUNTER
Added with :
Weaponsmith can make a special type of BH LLC with added ability
Armorsmith could get special BH armor
Medic/Doc/CM can now "Poison" thier targets with new Rifle type
Image Designer could now Personally Track with no need for Droids
Ranger Could have BH droids now "KILL" a target for him
Droid Eng make special BH attack droids
I think you get the idea. Now this will satisfy the urge to "CUSTOMIZE" your character into your play style AND allow for a plethora of profession varieties.
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